wined3d: Invalidate all layers locations for render target views.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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6920164824
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@ -499,16 +499,13 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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for (i = 0; i < gl_info->limits.buffers; ++i)
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for (i = 0; i < gl_info->limits.buffers; ++i)
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{
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{
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struct wined3d_texture *rt;
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if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
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if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
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continue;
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continue;
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rt = wined3d_texture_from_resource(rtv->resource);
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if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
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if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
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{
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{
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wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
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wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
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wined3d_texture_invalidate_location(rt, rtv->sub_resource_idx, ~rtv->resource->draw_binding);
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wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
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}
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}
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else
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else
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{
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{
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@ -540,11 +537,10 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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if (dsv && state->render_states[WINED3D_RS_ZWRITEENABLE])
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if (dsv && state->render_states[WINED3D_RS_ZWRITEENABLE])
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{
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{
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struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(dsv);
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DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
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DWORD location = context->render_offscreen ? ds->container->resource.draw_binding : WINED3D_LOCATION_DRAWABLE;
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wined3d_rendertarget_view_validate_location(dsv, location);
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wined3d_rendertarget_view_validate_location(dsv, location);
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wined3d_texture_invalidate_location(ds->container, dsv->sub_resource_idx, ~location);
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wined3d_rendertarget_view_invalidate_location(dsv, ~location);
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}
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}
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stream_info = &context->stream_info;
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stream_info = &context->stream_info;
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@ -270,6 +270,26 @@ static void create_buffer_view(struct wined3d_gl_view *view, struct wined3d_cont
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create_buffer_texture(view, context, buffer, view_format, offset, size);
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create_buffer_texture(view, context, buffer, view_format, offset, size);
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}
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}
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static void wined3d_view_invalidate_location(struct wined3d_resource *resource,
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const struct wined3d_view_desc *desc, DWORD location)
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{
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unsigned int i, sub_resource_idx, layer_count;
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struct wined3d_texture *texture;
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if (resource->type == WINED3D_RTYPE_BUFFER)
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{
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wined3d_buffer_invalidate_location(buffer_from_resource(resource), location);
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return;
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}
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texture = texture_from_resource(resource);
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sub_resource_idx = desc->u.texture.layer_idx * texture->level_count + desc->u.texture.level_idx;
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layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? desc->u.texture.layer_count : 1;
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for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count)
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wined3d_texture_invalidate_location(texture, sub_resource_idx, location);
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}
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ULONG CDECL wined3d_rendertarget_view_incref(struct wined3d_rendertarget_view *view)
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ULONG CDECL wined3d_rendertarget_view_incref(struct wined3d_rendertarget_view *view)
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{
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{
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ULONG refcount = InterlockedIncrement(&view->refcount);
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ULONG refcount = InterlockedIncrement(&view->refcount);
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@ -454,6 +474,11 @@ void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_vie
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wined3d_texture_validate_location(texture, sub_resource_idx, location);
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wined3d_texture_validate_location(texture, sub_resource_idx, location);
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}
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}
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void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view, DWORD location)
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{
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wined3d_view_invalidate_location(view->resource, &view->desc, location);
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}
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static void wined3d_render_target_view_cs_init(void *object)
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static void wined3d_render_target_view_cs_init(void *object)
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{
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{
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struct wined3d_rendertarget_view *view = object;
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struct wined3d_rendertarget_view *view = object;
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@ -819,22 +844,7 @@ void * CDECL wined3d_unordered_access_view_get_parent(const struct wined3d_unord
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void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view,
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void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view,
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DWORD location)
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DWORD location)
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{
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{
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struct wined3d_resource *resource = view->resource;
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wined3d_view_invalidate_location(view->resource, &view->desc, location);
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unsigned int i, sub_resource_idx, layer_count;
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struct wined3d_texture *texture;
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if (resource->type == WINED3D_RTYPE_BUFFER)
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{
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wined3d_buffer_invalidate_location(buffer_from_resource(resource), location);
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return;
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}
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texture = texture_from_resource(resource);
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sub_resource_idx = view->desc.u.texture.layer_idx * texture->level_count + view->desc.u.texture.level_idx;
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layer_count = (resource->type != WINED3D_RTYPE_TEXTURE_3D) ? view->desc.u.texture.layer_count : 1;
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for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count)
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wined3d_texture_invalidate_location(texture, sub_resource_idx, location);
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}
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}
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static void wined3d_unordered_access_view_cs_init(void *object)
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static void wined3d_unordered_access_view_cs_init(void *object)
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@ -3458,6 +3458,8 @@ static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
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void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
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void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
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const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
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const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
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void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view,
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DWORD location) DECLSPEC_HIDDEN;
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void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view,
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void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view,
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struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
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struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
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void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view,
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void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view,
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